I spent much of last weekend thinking about how the GearHead: Caramel skill system is going to work. This is likely to get a bit long-winded, so please bear with me. Stats These define the untrained abilities of your character. They will not change by much over the course of the game. Health, Stamina, and …
Tag: gamedev
Apr 20
Plain Walls and GH2 Thoughts
There’s a wall type in GearHead that is described simply as “Wall”, and now it has a fancy new sprite. Well, maybe not fancy, but what do you expect for the most generic wall in the game? I’ve been thinking about the improvements to GH1 that I need to port to GH2. I think my …
Apr 09
Young Joe is lucky I don’t have a time machine
Going through the mission scripts, I found something so weird and bad that I can’t believe it hasn’t been noticed before. Apparently at some point in time I decided that faction missions shouldn’t scale by the PC’s renown; instead, each faction has an independent difficulty counter that increases each time the faction loads a new …
Mar 03
Things Dungeon Monkey Eternal can learn from GearHead 1
Continuing from yesterday’s post, there are also a lot of things that DME could take from GH1. Goals require meaningful choices One of the great things about GearHead is that there are a lot of paths for the player to take, each with their own risks and rewards. Many of these paths require particular skill …
Mar 02
Lessons GH1 can learn from Dungeon Monkey Eternal
Over the past few years I haven’t been able to do much programming, but I did cobble together a new entry in the Dungeon Monkey series, Dungeon Monkey Eternal. It’s a fun tactics RPG which is played in short coffeebreaklike adventures. This was my first major project in Python, and a big motivation behind its …